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Zuqual

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Zuqual last won the day on July 24 2020

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  1. How's this for a non broken implementation: Instead of applying a flat multiplier to the damage or rate of a tower, the beam instead adds a flat amount of tower damage or tower rate stat to the builder's stats. So instead of buffing an apprentice tower with a 1.8x multiplier to damage output, it could instead buff it by treating it as though it was built by an apprentice with an extra 400 tower power. All numbers here are arbitrary, but it should be easier to manage because the beam just moves us up the diminishing returns curve of our stats, instead of catapulting us above the curve.
  2. DD1 was amazing and new and innovative and joyful. And if this was the first game in a new franchise, I think people would give it a lot more slack. But it isn't. It's the fourth game in a well developed franchise and is currently delivering very little compared to the first game. Hell, I'd argue that Dungeon Defenders Eternity, a game that cost $6, delivered more value than Dungeon Defenders Awakened. The only thing this game has going for it is massacre. As someone with >2000 hours in the franchise, I've always hated build timers and haven't bothered with massacre past The Deeper We
  3. Hate me and other bored players all you want. I don't begrudge you your enjoyment of the game. But if you do care about the future of a game that is, as you say, still in development (despite having sold itself at a AAA price and launched to the public), then you should be concerned that players are bored. Your frustration with other players not sharing your enthusiasm doesn't change the economic reality for the studio.
  4. Their new, flagship product has roughly half as many players as the years old free to play product that they themselves agree didn't work out. It barely has more players than the decade old game it's trying to usurp. For perspective, it's averaging fewer players now than it was when it was still in "early access". Maybe it isn't "dead", but it certainly isn't thriving. I'm in no position to know how much runway they have, but I'd be surprised if they don't try to start selling DLC soon. Every month that goes by, you end up with fewer people that are going to come back to buy it.
  5. If you were here during the beta, there's nothing much left to say. If massacre survival comes out, maybe activity will pick up again.
  6. A reasonable solution. The time sink for most players falls into two categories, leveling the characters and grinding the gold to upgrade gear. Giving people their characters seems like it should be trivial. Giving people their gold is fairly meaningless to me as the gold I have on hand is a paltry sum compared to the amount I have sunk into the gear my characters are wearing. Though I understand some people spent extra time amassing a horde and that would be important to them. I understand that porting gear over is the highest burden technically. I would love for them to consider t
  7. I would compare it (imperfectly) to reading the first two books in a trilogy and then finding out that you have to reread them in order to access the third. You obviously enjoyed the first two, or you wouldn't want to read the third. But it's such a waste of your time. You still vividly remember the first two. Having to reread them is just an unnecessary and pointless slog. Some people would be ok with it, but it's understandable that others wouldn't. As far as "keeping it in the family" goes, you get the behavior you tolerate.
  8. In all honesty, people don't care about how hard you work. That isn't how you earn goodwill. People care about what you promise them, what you deliver them, and how you handle any gaps between the two. Hard work helps makes sure you don't have to deal with the third point, but when hard work doesn't get it done then you actually have to deal with it. I'd feel worse for you if the reaction from the community wasn't so utterly foreseeable. You didn't have to bring this shitstorm down on yourself.
  9. Recent reviews on steam are down to "mixed".
  10. To top it off, the game went on sale today. Nice discount for all the people that didn't waste their time in early access. Most companies do it the other way around... but not Trendy.
  11. They didn't tell their players because they knew their players would hate it. So why did they do it if they knew their players wold hate it? Because they don't give two shits about their players. Their players have already shelled out $40 for a game that is a pale shadow of the same game they sold almost a decade ago. They do care about the people that haven't given them money yet, and those people will be happy to know that they are on a level playing field with all the people that chose to support the game and pour time into it in early access. I'd say I was surprised, but I've been
  12. Baseline (0 skill) is a 40% damage increase. My aura monk has ~300 skill and gets ~85% increase. My tower boost monk has ~2k skill and gets ~113% increase. So the investment of the extra 1700 points in skill nets me a 15% increase in total damage. Graphically: It depends on what your team or setup needs. A good dps monk will need to invest heavily in "boost" and also use a propeller cat. A tower boost monk probably wants to wear a speedy gemstone. Playing solo, I feel like I'm better off just investing heavily in skill. As for the weapon: Elemental damage do
  13. Squire: Mostly only used for walls -> all fortitude Apprentice: Putting 1 point in rate for every 2 points in power will get you close to maximum damage output. However, maximum damage output isn't necessarily what people want. Many people are making heavy use of deadly strike towers. Any time a DST shoots at a spider or DEW, it is likely to be overkill. With spiders dropping all over the map and DEWs chasing you in packs, this happens a lot. So it is helpful to have these towers firing as fast as possible to dispose of weak mobs quickly and get back to shooting ogres.
  14. Influence points probably should have been retired at the start of open alpha. They where a means of keeping early adopters engaged and of having the importance of one's feedback be tied to the degree of one's engagement. This is no longer important or desirable for them. The game is now being shaped to be as appealing as possible to less engaged players who don't know about or often visit the forums. As such, influence points just create an expectation which there is no interest or payoff in satisfying.
  15. Those are the details we're going to figure out. What do you think? Should the towers stay? Should they disappear? Should we give bonuses or penalties for keeping certain heroes in your deck? This is the kind of feedback and idea generation that we're hoping to see from the community. If the towers remain, I think, it would satisfy the solo players who hate the hero deck so much (like me) It would. And if they don't then it would change exactly nothing for solo players. That's why this news about the hero deck is no news at all. What we've learned is that they are open to characters being
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